Your Sixth Sense has warned you that some of the creatures that attacked the monastery are searching the two paths for any survivors of their raid, but you can avoid both tracks by making your way through the undergrowth of the woods.
You can see the tall grey-white walls and glimmering spires of Holmgard, its banners fluttering from the battlements in the fresh morning breeze. Stretching out towards the west, the River Eledil traces its course from the mountains of the Durncrag Range to the Holmgulf. But from below the mountain peaks you can see a vast black army marching relentlessly on towards the city.
To your right you can see the highway heading off over the rolling plain towards Holmgard. At a run you could reach the outer fieldworks of the city defences in an hour, but you would be in the open for most of the time and vulnerable to attack by Kraan. However, ahead of you, a wide and muddy river drifts sluggishly towards the Eledil. You could use the cover of the river banks and swim towards the capital. Or towards your left lies the Graveyard of the Ancients. These tombs and crumbling monuments to a forgotten age would conceal your approach, but it is a forbidden area. Many are the unnamed horrors that lie there in restless sleep, waiting to consume the unwary trespasser.
You soon emerge from the woods onto a main highway. You recognize it as being the main road between the port of Toran in the north and the capital in the south. Spurring your horse on, you estimate you will reach the capital by morning.
You fight your way through the press of bodies along the main street towards the citadel in the distance. City folk are rushing to and fro in the grip of panic, as the cries of Kraan are heard circling high above.
In the crush, one item is stolen from your Backpack. If you no longer have a Backpack or if you have no Backpack Items, you lose a Weapon. Remember to take this off your Action Chart.
A runaway horse and cart career past and knock you into a doorway. You are stunned and you lose 2
You feel as if you have been run down by a cart or wagon. As you fall forward the last thing that you remember before the darkness overcomes you, is the taste of the sandy road and the terrible pain in your back.
You have ridden about a mile when you are knocked from your horse by an arrow grazing your forehead. You lose 3
As you pull yourself to your feet, you see a patrol of Drakkarim emerge from the woods on either side of the road. You have been ambushed and must evade them as quickly as possible by going into the forest.
The wording of this section assumes that you have come from Section 28. If you have just reached this section for the first time from Section 42, read the last sentence and two choices as follows:
After a few minutes walking, you find a mossy hut set back from the path. You are hungry and must eat a Meal here or lose 3
Kicking open the door, you dive into the farmhouse. A Kraan soars overhead, letting out a shriek of victory, a victim hanging in its claws. Getting to your feet, you find yourself alone. But propped against the fireplace is a Warhammer. You may take this Weapon if you wish.
As you ride along the highway, you notice that light is getting worse. It will soon be completely dark
When you are satisfied that no one can see you, you pull your warm green cloak about you and drift off into an uneasy sleep.
Although a little overcooked, the food tastes fine (although it is not enough for a whole Meal) and the clear water slakes your thirst. You have spent nearly half an hour resting in this house when you suddenly realize the delay.
If you concentrate on the keyhole, you could move the mechanism of the lock and open it. You can then make the pin levitate and free it from the lockplate, avoiding falling prey to any traps that may be set off as the door unlocks.
The herbalist offers you a selection of special potions. Some increase your strength; some induce invisibility; some give you great powers of stealth; and others give you the power of turning yourself into a gaseous form. The man pulls open the bottom drawer of the counter to reveal a magnificent wand. He says that it is a powerful weapon against all evil creatures, and that it will make you invulnerable in battle. He points to the mystical inscriptions which cover the black staff.
Before you are the tall grey-white walls and glimmering spires of Holmgard, the city
To your right you can see the highway heading off over the rolling plain towards Holmgard. At a gallop you could make the outer fieldworks of the city
You are dizzy from your wound and you stumble through the trees like a blind man.
Suddenly you fall forward as if the ground has been snatched from beneath your feet. You have fallen head-first into a hunting pit. As you look up, you can see four Drakkarim levelling their bows at you, evil sneers spreading simultaneously across their ugly faces.
As you approach, the group of people stop talking. You can see by their expressions that they recognize your green Kai cloak. Slowly, one of the men extends his hand in friendship and says, My Lord, we had heard a rumour that the Kai were destroyed. Heaven be praised that it is not so. We feared all was lost.
You do not tell them of the destruction of the monastery, for they are refugees from Toran and have lost everything they owned. Their only hope now is that the Kai Lords will lead an army to victory. You learn that the northern port was attacked from both air and sea, and that the forces of the Darklords far outnumbered the King
Black arrows embed themselves in the mud all around you. More Giaks have appeared on the steep slope of the river bank and are firing at you. There is no cover on this side of the river.
The forest begins to thin out until finally you can make out a road through the trees ahead. The highway is full of people heading south. Many are wheeling their possessions along on handcarts.
The Key fits and the lock opens. You pull back the door to find yourself face to face with a strange old man. In his right hand is a staff. Suddenly a bolt of lightning shoots from the staff and hits you square in the chest. You lose 6
Pick a number from the Random Number Table.
If the number is 0
If the number is 6
If you survive, you stagger out into the daylight and curse your bad luck. It was only by an unlucky chance you discovered the secret temple of a sect of evil druids. You are very lucky to have escaped with your life. You quickly rejoin the path which now disappears over the hill.
Your ploy does not work, for the merchant will not allow you to enter his caravan. Suddenly he clicks his fingers and the bodyguard grasps the hilt of his scimitar.
Pick a number from the Random Number Table.
As you sit down, the stone serpent slowly moves forward on its plinth. You suddenly break out in a cold sweat and grasp your weapon with trembling fingers in case it should attack. A red forked tongue appears from the head of this strange statue and dips into the bowl of green light above your head. Slowly the tongue re-emerges holding a Golden Key which, to your surprise, it drops into your lap. A panel in the east wall clicks open to reveal an exit.
You take the Key and leave as quickly as possible.
As you get nearer to the men, you call to them. As they turn to face you, your skin turns cold and your heart pounds, for they are Drakkarim in disguise. Suddenly they charge at you. Forced to the ground, you are tied up with ropes and dragged behind them along a track. They take your Backpack and Weapons, but do not search your cloak or find your Gold Crowns. They cackle menacingly to themselves, and talk at great length of the tortures that await you at their camp.
After nearly half an hour you feel the current getting stronger. Looking out across the surface you can see that you are approaching a whirlpool in the middle of a large river bend. You will surely drown if caught in its current, so you quickly swim towards the right hand river bank and continue your mission on foot, carrying all your equipment.
Carefully opening the seals on each of the bottles, you sniff at the contents. They all seem to be different types of wine. Suddenly a smaller bottle tucked behind the others catches your eye. Pulling out the glass stopper, you recognize the smell to be that of Alether, a Potion of Strength, which is orange in colour.
You may keep this Potion and swallow it before you fight. It will increase your
You awake in a fever. Images swim before your eyes and then fade completely. The pain in your back is intense and you cry out for relief. You feel a cool, damp cloth placed on your forehead and glimpse the worried face of a young woman. An old man whispers in her ear and then he disappears from view. The girl kneels at your side and comforts you with words of kindness and reassurance, but the light quickly fades and darkness engulfs you once more.
You are in the presence of a great evil. Your mind is being probed by a powerful and timeless being and you must shield yourself. The struggle has begun and your sanity is at stake. It is a long and torturous ordeal, during which you experience many fantastic and terrible apparitions that tempt and appal you. After this you must lose 4
You have been travelling for about a mile when you notice two legs sticking out from behind a large boulder.
You pull yourself to the top of the opulent caravan and nestle among the travelling cases and bags. Night will soon engulf the highway. A chill wind blows from the west and you pull your cloak around yourself to keep warm. You listen to the voices below and you can smell the mouthwatering aroma of spiced meat. It reminds you that you are very hungry and must now take a Meal.
The fatigue of your ordeal finally catches up with you and you drift off into a restless sleep.
As you pass each skull, it slowly turns, as if watching your every move. You are halfway across the room when you hear the sharp crack of bone splitting. Suddenly you see hideous shapes hatching inside the skulls, and stretching their wings.
Ten slimy winged creatures attack you, and you must fight them as one enemy.
The tunnel is dark and the air is much cooler than outside. You carefully advance with one hand on the tunnel wall to aid your sense of direction. You have been in total darkness for three minutes when you detect the foul smell of decay ahead, similar to rotting meat. If you have a Torch and Tinderbox in your Pack, you may light the Torch to see your way ahead.
Suddenly, something heavy drops from the tunnel ceiling onto your back and you fall to your knees. It is a Burrowcrawler and you must fight it, for it is trying to strangle you with its long slimy tentacles.
If you do not have a torch, deduct 3 points from your
You are at the very edge of the wood when your horse rears up in agony. The Kraan has sunk its claws deep into the horse
Night falls and you are soon engulfed in darkness. To press on any further would be futile, for you would be sure to lose your way. Tethering your horse to a tree, you pull your green Kai cloak about you and fall into a restless sleep.
You are awoken by the sound of troops in the distance. Across the lake you see the black shapes of Drakkarim and a pack of Doomwolves. A Kraan appears from above the trees and lands on the roof of the small wooden shack. It is being ridden by a creature dressed in red robes. The Kraan takes off and begins to fly across the lake to where you are hidden.
As you reach the door you hear the crash of a giant stone slab as it falls from the ceiling. Turning around, you see that your exit is now blocked.
After nearly an hour of drifting downstream, the water current becomes quite strong and you can see that you are being drawn towards a whirlpool near the centre as the river curves round. You know that if you are caught in the swirling water, you stand very little chance of escaping a watery death. You dive into the muddy river and as you begin to swim towards the shore you unfortunately lose your Backpack and Weapons. Without your equipment, you reach the wooded bank.
Waving your arms at the approaching cavalry, you recognize them to be Border Rangers of the King